Dream Cancel Forum

King of Fighters XIII => Character Discussion => Iori Yagami (Claw) => Topic started by: nilcam on October 27, 2010, 04:00:03 PM

Title: Iori Yagami (Claws) (Arcade Version)
Post by: nilcam on October 27, 2010, 04:00:03 PM
(http://i1005.photobucket.com/albums/af171/dreamcancel/kofxiii/iori_01.gif)

Notation

;a = Light Punch
;b = Light Kick
;c = Strong Punch
;d = Strong Kick

* = EX version possible


Throws

;bk / ;fd + ;c / ;d = Sakahagi
A simple grab then scratch, pretty normal
- Can be broken
- Hit Detection: Close
- Damage: 100


Command Normals

;fd + ;a , ;a = Yumebiki
Double claw attack, he does one hit but if you input the same motion again he'll do another claw attack
- Cancel-able
- Hit Detection: High
- Damage: 30+45

;bk + ;b in air = Yuri Ori
An overhead kick attack, when timed right it crosses up on the opponent leaving them completely helpless
- Hit Detection: High
- Damage: 55

;df + ;c = Kui
An overhead haymaker, hits mid on standing opponents but it's an overhead on crouching opponents
- Cancellable
- Hit Detection: Mid/High
- Damage: 70


Special Attacks

;dp + ;a / ;c = Nueuchi *
An upward claw attack that extends from his hand, the weak version does one hit while the strong version does two, juggles opponents when used as an AA, drive/super cancellable as soon as the hit registers

- EX - Does more hits, faster start-up, and has complete invincibility making it extremely good to punish special attacks to DM's
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 60/75/65x3

;qcb + ;a / ;c = Shogetsu *
A double claw attack that juggles the opponent, weak version does one hit, the strong version does two hits, both version can be drive/super canceled on hit
- EX has invincibility at start-up and knocks the opponent into the air slightly, does two hits
- Drive/Super Cancel-able
- Hit Detection: High
- Damage: 25+40/40x2/60+80

;qcb + ;b / ;d = Akegarasu *
Forward claw slash attack, chips guard very well, weak version goes 1/3 screen while the strong version goes 3/4's of the screen
- EX - Invincibility at start-up and does an extra hit
- Drive/Super Cancellable
- Hit Detection: High
- Damage: 60/70x2

;hcf + ;a /;c close = Tsuchitsubaki *
A command grab to slam, when the opponents hits the ground they bounce into the air (switching sides) for a possible combo follow-up
- EX launches the opponent very high into the air, long enough to combo afterward
- Hit Detection: Close
- Damage: 50


Desperation Moves

;qcf ;hcb + ;a / ;c = Maiden Masher *
 Iori dashes across the screen and if he hits the opponent he does a long combo that mainly consists of scratches and it ends with one big slash, max cancel-able on the last hit
- EX is more invincible/faster start-up and does more hits
- Max Cancellable
- Hit Detection: High
- Damage: 0+8x12+12x5+120/0+10x3+16x8+150


Neomax

;qcf x 2+ ;b + ;d = Yatagarasu
Iori drags his hand on the ground then proceeds to do a very large claw slash to his opponent with a bloody, shadowy background, if it doesn't connect the range is still very horizontal and vertical but it does less damage depending on the distance between him and the opponent
- Hit Detection: High
- Damage: 80+80x5


Iori's Wiki entry (http://dreamcancel.com/wiki/index.php?title=Iori_Yagami_(XIII)).

Console changes:
* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.
Title: Re: Iori Yagami
Post by: Kane317 on October 27, 2010, 11:26:08 PM
Normals


Standing

st. ;a  - A punch aimed at the stomach, simple poke and it's pretty fast but still nothing fancy
- Chainable
- Hit Detection: High
- Damage: 30

st. ;b - A kick aimed at the mid section, good reach
- Chainable
- Hit Detection: High
- Damage: 30

st. ;c - Scratching attack, goes a good distance
- Cancellable
- Hit Detection: High
- Damage: 80

st. ;d - High kick, good range, can be used to punish whiffed moves
- Hit Detection: High
- Damage: 80

cl. ;a - Same as the far version except he's using his other hand now,
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cl. ;b - Low kick, goes kinda far so use it to poke and possibly start combos
- Cancellable
- Hit Detection: Low
- Damage: 30

cl. ;c - Upward claw attack, this will be your main combo starter
- Cancellable
- Hit Detection: High
- Damage: 70

cl. ;d - High kick, go vertical reach so it can be used to stuff jump-ins
- Hit Detection: High
- Damage: 70


Crouching

cr. ;a - It's the same as his st. A except during a crouch
- Chain/Cancellable
- Hit Detection: High
- Damage: 25

cr. ;b  - A quick crouching kick, nice reach, use it to chain lights into combos
- Chainable
- Hit Detection: Low
- Damage: 30

cr. ;c  - Another upward claw attack, good vertical reach
- Cancellable
- Hit Detection: High
- Damage: 70

cr. ;d  - Crouching sweep, knocks standing opponents down when hit, really good reach but bad recovery
- Hit Detection: Low
- Damage: 80


Jumping

j. ;a  - jump light punch, just a quick hit in the air nothing much else
- Hit Detection: Mid
- Damage: 45(40)

j. ;b  - jump light kick, has good horizontal reach
- Hit Detection: Mid
- Damage: 45(40)

j. ;c  - Heavy punch in the air, short reach but good hitstun
- Hit Detection: Mid
- Damage: 72(70)

j. ;d  - Good range, good for jump-ins
- Hit Detection: Mid
- Damage: 70(68)


Blowback Attack

st. ;c ;d  - A quick shoulder tackle, okay reach
- Whiff/Cancellable
- Hit Detection: High
- Damage: 75

j.  ;c ;d   - Jump to two handed attack, knocks back opponents when done air to air
- Hit Detection: High
- Damage: 90(80)

GC ;c ;d  : Guard Cancel Blowback Attack
- Hit Detection: High
- Damage: 10
Title: Re: Iori Yagami
Post by: Kane317 on October 27, 2010, 11:26:12 PM
Gameplay Notes
Title: Re: Iori Yagami
Post by: Kane317 on October 27, 2010, 11:26:16 PM
Combos

Combo notation

(HD) - Activate Hyperdrive
(HDC) - Hyperdrive Cance
(DC) - Drive Cancel
(SC) - Super Cancel
(MC) - MAX Cancel
DMG - Damage

- st. C, f+A (1), dp+C, qcb+A, qcf hcb+P/EX
- st. C, f+A (1), dp+C, qcb+AC, qcb+A, qcf hcb+AC
- cr. B, cr. A, f+A (1), qcb+B
- st. C, df+C, qcb+C, qcf hcb+P
- hcf+P, (dash forward) dp+C, qcf hcb+P

Drive/HD Combos

- cr. B, cr. A, f+A (1), qcb+B, [DC] hcf+P, (dash forward) dp+C, qcf hcb+P
- st. C, f+A (1), qcb+B, [DC] hcf+P, (dash forward) dp+C, qcf hcb+P
- JC, st. C, df+C, [HD] st. C, df+C, dp+A, (HDC) qcb+B, (HDC) dp+C, qcb+B, (HDC) dp+C, qcb+B, qcf hcb+AC, [MC] qcfx2+BD
- JC, st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+A, [HDC] dp+C, (qcb+A, [HDC] dp+C)x3, qcb+A, qcfx2+BD

Corner

- (command grab to corner) hcf+P, dp+C, qcb+B, qcb+A, qcf hcb+P
- st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P
- cr. B, cr. A, f+A, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P
- df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x4, qcb+B, qcb+A, qcf hcb+P
- st. C, df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD
- cr. B, cr. A, f+A, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD
- df+C, [HD] st. C, df+C, dp+A, [HDC] qcb+B, [HDC] dp+C, (qcb+B, [HDC] dp+C)x2, qcb+B, qcf hcb+P, [MC] qcf2x+BD

4 stock 100%
(near corner) j.C, s.C, df.C, HD, s.C, df.C, dp+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x2, qcb B, DM, [MC] NM (http://www.youtube.com/watch?v=NLZrbdF00_Y#t=2m22)
2m21sec 1013dmg and 996 with a air.b+B crossup starter.
Title: Re: Iori Yagami
Post by: Ash on November 10, 2010, 10:44:21 AM
Here's a great combo that I'll start uses as BnB, although it costs 1 power gauge, the whole combo charges up 1 power gauge thereby only costing 1 drive bar and best of all 50% damage!

1 power gauge - 50% drive gauge - damage 50%~
(corner) j.C -> s.C -> df+C -> qcb+AC -> qcb+A -> (slight delay) dp+A -> DC qcb+B -> qcb+A -> dp+A
Title: Re: Iori Yagami
Post by: Kane317 on November 10, 2010, 07:02:57 PM
Here's a great combo that I'll start uses as BnB, although it costs 1 power gauge, the whole combo charges up 1 power gauge thereby only costing 1 drive bar and best of all 50% damage!

1 power gauge - 50% drive gauge - damage 50%~
(corner) j.C -> s.C -> df+C -> qcb+AC -> qcb+A -> (slight delay) dp+A -> DC qcb+B -> qcb+A -> dp+A

Hey, remember that discussion we had about Shen vs Iori?  Well Shen can't do that lol =)  Another reason why the Japanese ranks him so high up, didn't think that would do 50%.  You could probably replace the last dp+A with a s.A for a nice reset mixup like XII...why am I giving you ideas ugh.

EDIT OT: Nevermind Shen can, but I doubt it builds a full meter.
Title: Re: Iori Yagami
Post by: Ash on November 10, 2010, 08:27:28 PM
Yeah he can fist you in the air repeatedly hahah, for Shen it might build a meter? Can't you do something like j.D -> s.C -> f+B -> qcf+BD -> qcf+D -> qcf+D -> qcf+A -> DC qcf+D -> qcf+D -> s.A or something? If that's doesn't build a meter, it'd be damn close
Title: Re: Iori Yagami
Post by: Kane317 on November 10, 2010, 08:53:02 PM
Yeah he can fist you in the air repeatedly hahah,

Urm, public forum.  You're on a time out, goto the corner and face the wall hehe.

for Shen it might build a meter? Can't you do something like j.D -> s.C -> f+B -> qcf+BD -> qcf+D -> qcf+D -> qcf+A -> DC qcf+D -> qcf+D -> s.A or something? If that's doesn't build a meter, it'd be damn close

^ Can't do the qcf+A in time.  He does have: (non-corner) j.D, s.C, f.B, qcf+BD, qcf D,  qcb A.qcf A, [DC] qcf C, qcf A, d.C.  I'll check how much meter it builds later today.
Title: Re: Iori Yagami
Post by: Ash on December 01, 2010, 03:05:13 AM
I really stress that these two combos be used as his BnB. besides the beginning of the first round at most times you should have at least either 1 power gauge and 50% drive gauge. These combos generate around 1 power stock itself, so if you start with 1, you'll end up with around 1 and some drive gauge built back. Also on average they do around 40-68% damage depending on which combo and if you end with super or EX super.

(corner)
j.C, s.C, df+C -> qcb+AC, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

(Iori in corner)
j.C, s.C, df+C -> qcb+B -> (DC) hcf+AC, dp+C, qcb+B, qcb+A, dp+A or super
hcf+AC, dp+C, qcb+B, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

Note that the last combo starts with the command throw with Iori in the corner. The reason for it being written that way is that you can punish some moves (i.e. Kula between her qcb+K and followup) or do hcf+AC or do it on wakeup.

Some times I use it when someone does a slightly early jump attack, and there's a gap between that and their ground attack.
Title: Re: Iori Yagami
Post by: krazykone123 on December 01, 2010, 03:09:11 AM
I really stress that these two combos be used as his BnB. besides the beginning of the first round at most times you should have at least either 1 power gauge and 50% drive gauge. These combos generate around 1 power stock itself, so if you start with 1, you'll end up with around 1 and some drive gauge built back. Also on average they do around 40-68% damage depending on which combo and if you end with super or EX super.

(corner)
j.C, s.C, df+C -> qcb+AC, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

(Iori in corner)
j.C, s.C, df+C -> qcb+B -> (DC) hcf+AC, dp+C, qcb+B, qcb+A, dp+A or super
hcf+AC, dp+C, qcb+B, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

Note that the last combo starts with the command throw with Iori in the corner. The reason for it being written that way is that you can punish some moves (i.e. Kula between her qcb+K and followup) or do hcf+AC or do it on wakeup.

Some times I use it when someone does a slightly early jump attack, and there's a gap between that and their ground attack.

If you want to add or edit any info to the wiki page you can go ahead, I mean you played the game.
Title: Re: Iori Yagami
Post by: Ash on December 01, 2010, 03:12:53 AM
I really stress that these two combos be used as his BnB. besides the beginning of the first round at most times you should have at least either 1 power gauge and 50% drive gauge. These combos generate around 1 power stock itself, so if you start with 1, you'll end up with around 1 and some drive gauge built back. Also on average they do around 40-68% damage depending on which combo and if you end with super or EX super.

(corner)
j.C, s.C, df+C -> qcb+AC, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

(Iori in corner)
j.C, s.C, df+C -> qcb+B -> (DC) hcf+AC, dp+C, qcb+B, qcb+A, dp+A or super
hcf+AC, dp+C, qcb+B, qcb+A, dp+A -> (DC) qcb+K, qcb+A, dp+A or super

Note that the last combo starts with the command throw with Iori in the corner. The reason for it being written that way is that you can punish some moves (i.e. Kula between her qcb+K and followup) or do hcf+AC or do it on wakeup.

Some times I use it when someone does a slightly early jump attack, and there's a gap between that and their ground attack.

If you want to add or edit any info to the wiki page you can go ahead, I mean you played the game.

Oh yeah nilcam gave me access to it, forgot I should edit that as well =P
Title: Re: Iori Yagami
Post by: Kane317 on December 01, 2010, 04:47:32 AM
Duc showed me why the Japanese rank Iori so high in the tier list.  The Shen vs Iori debate comes to an end since Iori has a better command grab (range, especially the Ex one which is much farther than Shen's one) and Iori has better combos that can be started off by several of moves -- as long as he has drive he can do some crazy juggles (Shen needs stocks).  It is Iori we're talking about, so didn't expect anything less from SNK though.
Title: Re: Balance issues and constructive suggestions
Post by: MUSOLINI on December 02, 2010, 02:31:01 AM
anybody wanna tell me what ioris juggle follow ups are after command grab, non corner? i think ive seen something like dp+A or C, qcb+B or D, qcb+A or C.
Title: Re: Balance issues and constructive suggestions
Post by: Ash on December 02, 2010, 02:35:57 AM
If it's normal command throw it's just dp+C or qcb+B, both can be follow-upped by a super.

If it's EX command throw it's dp+C, qcb B or dash qcb+C, dp+A. The second part can be replaced by super.

You can also do a mix up from either one by just doing hyper hop j.C and when you land start a hcf+P again, it will grab as soon as they land unless punished/jumped. Usually the normal hcf+P has some start up, but in this way, part of the startup is done as the opponent is about to land.
Title: Re: Balance issues and constructive suggestions
Post by: MUSOLINI on December 02, 2010, 03:27:08 AM
is his non ex command throw easy to hit in combos, like from lights, from hard attack and from command normals? im guerssing jump in, light attack, command throw should easily be possible.
Title: Re: Balance issues and constructive suggestions
Post by: Ash on December 02, 2010, 09:01:14 AM
is his non ex command throw easy to hit in combos, like from lights, from hard attack and from command normals? im guerssing jump in, light attack, command throw should easily be possible.

Only thing I've seen the normal command grab combo off of without drive cancelling is s.B, f+A -> hcf+P at the closest distance possible
Title: Re: Iori Yagami
Post by: ken_garou on December 16, 2010, 07:15:37 PM
Iori's KO combo ! Exactly 1000 points damage. 5 stocks and one full hyperdrive meter

Can be done  from mid screen to corner .


 Jump C , Near C , Df+C , BC , autodash , Near C  , Df+C , hcb+B , HD cancel into dp A , and then immediately HD cancel to EX qcb BD ,  qcb B , HD cancel into dp A and HD cancel into qcb B , qcb B ,  qcf , hcb + A  DM ,   at the last moment of super , max cancel into his NEOMAX   qcf qcf B+D.     And there you have it , a full life combo.
Title: Re: Iori Yagami
Post by: Ash on April 06, 2011, 11:51:07 PM
I saw part of this combo in one of the singapore or japanese combo vids. So I took that part and have this combo.

0 Power Gauge, 0% Drive Bar, 40%
(corner) j.C, C -> f+A -> dp+C, qcb+A, dp+A

1 Power Gauge, 0% Drive Bar, 50%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+P


2 Power Gauge, 0% Drive Bar, 60%(?) EDIT: Approximately 535dmg -Kane317
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+AC


0 Power Gauge, 50% Drive Bar, 45%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A (1hit) -> DC dp+C, qcb+B, qcb+A, dp+A
Title: Re: Iori Yagami
Post by: Kane317 on June 29, 2011, 06:06:52 AM
I finally got around practicing Iori like I intended from day one.  He's definitely up there with the HD monsters like Shen and now Leona.

1 stock + HD 860dmg
(Corner) j.C, s.C, df.C, BC, s.C, df.C, df+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x4, qcb B, qcb A, DM

2 stocks + HD 896dmg
(Corner) j.C, s.C, df.C, BC, s.C, df.C, df+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x4, qcb B, qcb A, Ex DM
Title: Re: Iori Yagami
Post by: Ash on June 29, 2011, 05:57:27 PM
I finally got around practicing Iori like I intended from day one.  He's definitely up there with the HD monsters like Shen and now Leona.

1 stock + HD 860dmg
(Corner) j.C, s.C, df.C, BC, s.C, df.C, df+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x4, qcb B, qcb A, DM

2 stocks + HD 896dmg
(Corner) j.C, s.C, df.C, BC, s.C, df.C, df+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x4, qcb B, qcb A, Ex DM

I think you meant to type dp.C as the first special attack.
Title: Re: Iori Yagami
Post by: Kane317 on June 29, 2011, 06:40:53 PM
I finally got around practicing Iori like I intended from day one.  He's definitely up there with the HD monsters like Shen and now Leona.

1 stock + HD 860dmg
(Corner) j.C, s.C, df.C, BC, s.C, df.C, df+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x4, qcb B, qcb A, DM

2 stocks + HD 896dmg
(Corner) j.C, s.C, df.C, BC, s.C, df.C, df+A, [HDC] qcb B, [HDC] dp+C, (qcb B, [HDC] dp+C) x4, qcb B, qcb A, Ex DM

I think you meant to type dp.C as the first special attack.

I've been doing it with A just like I typed.  I dunno coz I just coz threw things together myself.  I'll try it with C the next time.
Title: Re: Iori Yagami
Post by: Amedø310 on July 02, 2011, 02:56:02 AM
Iori's command grab reminds me of Orochi Yashiro.

If hcf+A/C, dp+C, j. D gets the opponent to the corner from, like, the players starting prositions, the opponent will not fully land at the corner. There will be enough space for Iori to jump inside the corner as the opponent get up. I think this can be very useful as for mind games and resets.
Title: Re: Iori Yagami
Post by: Kane317 on July 05, 2011, 01:58:13 AM
I saw part of this combo in one of the singapore or japanese combo vids. So I took that part and have this combo.

0 Power Gauge, 0% Drive Bar, 40%
(corner) j.C, C -> f+A -> dp+C, qcb+A, dp+A

1 Power Gauge, 0% Drive Bar, 50%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+P


2 Power Gauge, 0% Drive Bar, 60%(?) EDIT: Approximately 535dmg -Kane317
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+AC


0 Power Gauge, 50% Drive Bar, 45%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A (1hit) -> DC dp+C, qcb+B, qcb+A, dp+A


I'll eventually organize this a little better but I tested for 2 stocks, no drive, non-corner
j.C, s.C, df.C, Ex qcb+P, DM EDIT: 493dmg

does more than

j.C, s.C, df.C, Ex DM 479dmg
Title: Re: Iori Yagami
Post by: IceWater on July 07, 2011, 04:26:41 AM
I saw part of this combo in one of the singapore or japanese combo vids. So I took that part and have this combo.

0 Power Gauge, 0% Drive Bar, 40%
(corner) j.C, C -> f+A -> dp+C, qcb+A, dp+A

1 Power Gauge, 0% Drive Bar, 50%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+P


2 Power Gauge, 0% Drive Bar, 60%(?) EDIT: Approximately 535dmg -Kane317
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+AC


0 Power Gauge, 50% Drive Bar, 45%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A (1hit) -> DC dp+C, qcb+B, qcb+A, dp+A


I'll eventually organize this a little better but I tested for 2 stocks, no drive, non-corner
j.C, s.C, df.C, Ex qcb+P, DM EDIT: 493dmg

does more than

j.C, s.C, df.C, Ex DM 479 dmg

Unless I'm missing something you can do j.C, s.C, df.C, dp+C, ex maiden masher for 530 something dmg. It doesn't work with the regular dm but the ex version goes fast enough to hit.
Title: Re: Iori Yagami
Post by: Kane317 on July 07, 2011, 05:02:37 AM
I saw part of this combo in one of the singapore or japanese combo vids. So I took that part and have this combo.

0 Power Gauge, 0% Drive Bar, 40%
(corner) j.C, C -> f+A -> dp+C, qcb+A, dp+A

1 Power Gauge, 0% Drive Bar, 50%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+P


2 Power Gauge, 0% Drive Bar, 60%(?) EDIT: Approximately 535dmg -Kane317
(corner) j.C, C -> f+A -> dp+C, qcb+A, qcf-hcb+AC


0 Power Gauge, 50% Drive Bar, 45%(?)
(corner) j.C, C -> f+A -> dp+C, qcb+A (1hit) -> DC dp+C, qcb+B, qcb+A, dp+A


I'll eventually organize this a little better but I tested for 2 stocks, no drive, non-corner
j.C, s.C, df.C, Ex qcb+P, DM EDIT: 493dmg

does more than

j.C, s.C, df.C, Ex DM 479 dmg

Unless I'm missing something you can do j.C, s.C, df.C, dp+C, ex maiden masher for 530 something dmg. It doesn't work with the regular dm but the ex version goes fast enough to hit.

Welcome to DC Ice Water!  Make sure you  introduce yourself when you get a chance (http://dreamcancel.com/forum/index.php?board=9.0).  I overlooked that completely and I think you're right and I stand corrected.  It appears that I have much to learn with Iori hah.
Title: Re: Iori Yagami
Post by: IceWater on July 07, 2011, 05:29:19 AM
Thanks, will do.
Title: Re: Iori Yagami
Post by: marchefelix on July 24, 2011, 09:54:21 PM
So... for someone who is so used to the old Iori, how easy or how hard would you say is transitioning to this new way of playing as Iori?
Title: Re: Iori Yagami
Post by: Kane317 on July 25, 2011, 12:33:40 AM
So... for someone who is so used to the old Iori, how easy or how hard would you say is transitioning to this new way of playing as Iori?

I'd say he's kinda familiar with his normals but with a complete new special move set it'll take time adjusting.  Overall, he's incredibly rewarding to play once you get the hang of him.
Title: Re: Iori Yagami
Post by: t3h mAsTarOth...! on July 25, 2011, 03:49:17 AM
ya specially now that he is safe after so many of his specials/strings... all of his EX moves giving him invincibility... and that he can cross up a standing opponent from a hop or hyper hop with b+B...

i had one question... it feels like you can't do his bb+B instantly from a back dash anymore... is it just me or is this true? 98/2K2/XI it felt like he could do it instantly after back dash... now it feels like i need to put a little delay to it...
Title: Re: Iori Yagami
Post by: Kane317 on July 25, 2011, 03:58:16 AM
ya specially now that he is safe after so many of his specials/strings... all of his EX moves giving him invincibility... and that he can cross up a standing opponent from a hop or hyper hop with b+B...

i had one question... it feels like you can't do his bb+B instantly from a back dash anymore... is it just me or is this true? 98/2K2/XI it felt like he could do it instantly after back dash... now it feels like i need to put a little delay to it...

Yeah the Ex moves really help him out due to the invincibilities, which *kinda* balances out that the DMs lost invincibility.

His b x2+b.B still is the same.
Title: Re: Iori Yagami
Post by: Gravelneed on July 25, 2011, 08:13:29 AM
I'm still not sure what kind of character to consider Iori in XIII. KOF, everyone can be a rushsdown character technically. So, I'll leave that out of the picture. Would it be right to consider Iori a frametrap character? If that makes any sense.
Title: Re: Iori Yagami
Post by: MUSOLINI on July 25, 2011, 09:19:07 AM
not as much as in older kofs but he still can be used like that to a degree i guess. at least from the looks of it.
Title: Re: Iori Yagami
Post by: ZeWickedOreo on August 04, 2011, 09:19:49 AM
I hope they still keep this as an option in the next kof even after he gets his flames baaack.

EDIT: don't know if anybody noticed but, in iori's commandlist here it should be qcfx2  ;b +  ;d not  ;b/ ;d right? :)

Please refrain from double posting -Kane317
Title: Re: Iori Yagami
Post by: Kane317 on August 06, 2011, 10:29:31 AM
I hope they still keep this as an option in the next kof even after he gets his flames baaack.

EDIT don't know if anybody noticed but, in iori's commandlist here it should be qcfx2  ;b +  ;d not  ;b/ ;d right? :)

Good eye, ZeWickedOreo, I've corrected the typo.
Title: Re: Iori Yagami (Claws)
Post by: darkTown2 on October 23, 2011, 10:19:30 PM
how big of a buff is the ability to do  ;df ;c after a command grab. does it do more damage than dp + p into DM or any other variations of the combo?
Title: Re: Iori Yagami (Claws)
Post by: SAB-CA on October 23, 2011, 11:19:46 PM
As Kane pointed out in the Console edition thread, it should give him a good, solid way to start HD off that particular situation. I'm sure he could have done it another way before , but having it work so close to the ground seems likd a great bonus to him for him, as it should make it easier to set the opponent into a "controllable" juggle state.

I think it's a smart change too, as it gives the normal more reason to exist. It wasn't all THAT useful in the past, and that's kinda odd for something they took the time to animate as a new move.
Title: Re: Iori Yagami (Claws)
Post by: darkTown2 on October 24, 2011, 12:16:27 AM
As Kane pointed out in the Console edition thread, it should give him a good, solid way to start HD off that particular situation. I'm sure he could have done it another way before , but having it work so close to the ground seems likd a great bonus to him for him, as it should make it easier to set the opponent into a "controllable" juggle state.

I think it's a smart change too, as it gives the normal more reason to exist. It wasn't all THAT useful in the past, and that's kinda odd for something they took the time to animate as a new move.
thanks
That makes the buff seem quite a bit clearer; i wouldn't have thought about using it in a HD combo since as you said it isn't used often. 
Title: Re: Iori Yagami (Claws)
Post by: t3h mAsTarOth...! on October 24, 2011, 05:03:05 AM
so i'm thinking that hitting an opponent with d/f+C in the air now puts them in a further juggling state... as Iori doesn't have any ultimate juggle moves as far as i know... this will definitely make HD easier...
Title: Re: Iori Yagami (Claws)
Post by: CharREX on October 26, 2011, 11:59:37 AM
Quote
Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Does anyone know if "Fierce" = D version only?
Title: Re: Iori Yagami (Claws)
Post by: Aenthin on October 26, 2011, 01:54:15 PM
Quote
Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Does anyone know if "Fierce" = D version only?


Yep
Title: Re: Iori Yagami (Claws)
Post by: darkTown2 on October 27, 2011, 03:01:37 AM
Quote
Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Does anyone know if "Fierce" = D version only?

yeah :)... when you see the term fierce normally apply it to the strong version of that move. 
Title: Re: Iori Yagami (Claws)
Post by: Kane317 on November 01, 2011, 05:56:08 AM
First page updated with console changes.

---

* Geshiki Kui (df + C) has a larger hitbox than before. Easier to attack opponent from his command throw.
* Fierce Shogetsu (qcb+P) moves more forward. It combos in most situations after close C> Yumebiki(forward + A A).
* Yaotome (including EX) can’t be saferolled after it hits.
* EX Shogetsu’s invinciblity has been taken out. However, he’s still invincible on his legs.
- Fierce Akegarasu (qcb+K) has shorter recovery when blocked. Can’t be punished with normal moves.

Producer Yamamoto says:
With Fierce Shogetsu’s longer reach and Fierce Akegarasu’s shorter recovery, it’s easier to do strings and combos. His Yaotome can’t be saferolled so attacking on wakeups may become important. With his EX Akegarasu’s projectile invincibility and EX Yaotome’s long invincibility, we’ve designed him to be playable in a different style from Flame Iori. Enjoy this Claw Iori that’s a bit different from the arcade version.
Title: Re: Iori Yagami (Claws)
Post by: davidkong07 on November 19, 2011, 11:08:55 PM
yo guys, phoenixnl on SRK found this glitch:

Iori Overhead Glitch (http://www.youtube.com/watch?v=ksY0JwFM77s#ws)


what do you guys think?
Title: Re: Iori Yagami (Claws)
Post by: Kane317 on November 19, 2011, 11:25:17 PM
yo guys, phoenixnl on SRK found this glitch:

Iori Overhead Glitch (http://www.youtube.com/watch?v=ksY0JwFM77s#ws)


what do you guys think?

Kunio, #17, explained to us when he first came to visit that this glitch is pretty prevalent in the arcade edition and it's actually a staple part of the gameplay for Japanese players (lol).  Although this is Iori specific, and slightly different, the only one was whenever the opponent is waking up with his back turned, certain standing attacks were overheads (such as Duo Lon's famous mixups etc.)

As far as I know, this is not in the console edition.
Title: Re: Iori Yagami (Claws)
Post by: darkTown2 on November 20, 2011, 04:47:36 AM
that really sucks for iori in arcade.

i really hope it isn't in console.
Title: Re: Iori Yagami (Claws)
Post by: Gimnbo on November 25, 2011, 09:08:28 AM
So I've been playing with Iori for the past couple of days and goddamn, I cannot figure this guy out.

I know I'm supposed to get in close and kick ass, but getting in is the part I can't seem to do. Right now I've playing against my brother and his Maxima just guard points everything.

I really like this guy and I don't want to drop him, but he's just not been working. Does anyone have strategy advice?
Title: Re: Iori Yagami (Claws)
Post by: Reiki.Kito on November 25, 2011, 09:21:43 AM
Mhhh...Well, I'm not SUPPOSED to do this because I play Maxima and I don't want Maxima to lose, but I wouldn't want you to quit someone you like.

Lemme cut you some slack here.

If you're matched up, Iori vs. Maxima, and your brother continues to throw out Vapor Cannon (C version), or far C or far D (if he does far D, immediately do what I say). Get in range of the move. Just close enough for Maxima to hit you. This time, wait for him to do something. If he does anything of the above, roll through it as slowly as possible. Maxima has a huge cooldown when he does those moves. If you roll through them, you're going to get in for a full combo.

Also, Maxima only has one move that guardpoints lows, d.C. He is extremely vulnerable to lows. He can DP+BD (EX), but if he misses that, you get a full combo. Your st.B is a low. Mix that in with d.B's and make him commit to blocking low. Once you do that, if he's committed to d.C, he'll try to do it to guard point. If you empty jump to scare him into doing it or just do it late so he mistimes his d.C, you get in.

You should also empty hop against Maxima. From close range, jumping in and attacking means he's going to guardpoint you. If you always attack, he'll always guard point. So don't let him by just landing. Iori has a 1f command grab. Grab him the moment you land and punish him lots with some follow ups.

You can also cheat guard point. You can grab Maxima in the middle of guard point if you did an A move. That has very little recovery so it allows you to grab him or do another move. Aside from st.C close and far D, all his other moves only guard point once. So you can poke him with A's or poke then regular/command grab him out of it.

Maxima also has very little ways to deal with people who are crossing him up. His st.A is awesome, but it's one of the slowest in the game. Iori has a j. back+B crossup that can even hit crouching people. Jump over your brother's Maxima and do the command crossup!

Try it out. I think if you wait for Maxima to do something not safe, Iori can get in big damage so don't quit just because of a bad match-up!
Title: Re: Iori Yagami (Claws)
Post by: Sharnt on November 25, 2011, 10:21:13 AM
Don't forget d.C is whiff cancelable by df.C, which is a good anti air.
Title: Re: Iori Yagami (Claws)
Post by: darkTown2 on November 25, 2011, 04:28:04 PM
thanks reiki i'll keep this in mind when playing :)
Title: Re: Iori Yagami (Claws)
Post by: Kane317 on November 25, 2011, 05:01:41 PM
Nitpick: Iori's grab isn't 1frame, not EVEN close.  The Ex grab is the faster version and that's already 5frames, I think the normal one is closer to 9frames.

Also if you try to empty hop on Maxima who is expecting to GP you (let's say close C), just coz you don't attack doesn't mean you won't get hit. 

Best bet is to attack him low or go for the Iori crossup.
Title: Re: Iori Yagami (Claws)
Post by: tastylumpia on November 27, 2011, 10:34:42 AM
So anyone have footage of really good Ioris in tourney/casual play? I was trying to learn 98 Iori but I'm feeling Claw is going to be the stronger pick. I know stateside Ash is really strong, any players/vids I should take a look at?

Also re: cmd grab, I'm trying to figure out how to utilize it, when/where. Granted I only spent about 15 minutes learning this character before I played him last Friday, but it seemed like the regular grab seemed a bit on the slow side with 9f startup and a big whiff animation but was alright with tick setups since they leave blockstun in time to get grabbed. EX is much faster and leads to better combos, I know a local player (CharRex) and all he does is save his meter for random EX grabs and it works.. but I dunno if it's worth the bar.
Title: Re: Iori Yagami (Claws)
Post by: Gimnbo on November 27, 2011, 08:53:06 PM
The only time I've been able to get the normal command grab off is rolling in on a slow move or drive cancelling from the qcb + k slash.

Thanks to everyone for the advice. The Iori crossup seems to be working wonders.

I think my problem is mostly nerves. I usually forget my combos when I do get a hit so I'm losing about 90% of my damage potential. That sounds like something I just need  practice for though.
Title: Re: Iori Yagami (Claws)
Post by: darkTown2 on November 27, 2011, 09:12:21 PM
The only time I've been able to get the normal command grab off is rolling in on a slow move or drive cancelling from the qcb + k slash.

Thanks to everyone for the advice. The Iori crossup seems to be working wonders.

I think my problem is mostly nerves. I usually forget my combos when I do get a hit so I'm losing about 90% of my damage potential. That sounds like something I just need  practice for though.

yeah if you just practice more you'll start to gain confidence, because you won't have to worry about messing up if you've done it consistently before.
Title: Re: Iori Yagami (Claws)
Post by: Raynex on November 27, 2011, 09:23:00 PM
Yeah, I'm also having problems landing the command grab. Is anyone having issues with his BnB -> DC command grab whiffing? I'll do cr.B, cr.A, f+A, qcb+K, DC grab and at times the grab portion just completely misses. I think it's because I started the cr.B from a bit too far away. My question is, what are my alternatives if I'm not at point blank when I start the combo?

Also, what should I be doing with him at neutral game? I have no idea how to utilize his normals aside from EX DP as an unbeatable AA. Are any of them safe on block/good for pressure/anti fireball/good for poking?
Title: Re: Iori Yagami (Claws)
Post by: Gimnbo on November 27, 2011, 10:24:14 PM
Yeah, I'm also having problems landing the command grab. Is anyone having issues with his BnB -> DC command grab whiffing? I'll do cr.B, cr.A, f+A, qcb+K, DC grab and at times the grab portion just completely misses. I think it's because I started the cr.B from a bit too far away. My question is, what are my alternatives if I'm not at point blank when I start the combo?

You can DC qcb+K into qcb + C (scoops claw) and juggle the maiden masher afterwards for 363 dmg compared to  397 from your version.
Title: Re: Iori Yagami (Claws)
Post by: TYRANNICAL on November 28, 2011, 02:18:17 AM
Yeah, I'm also having problems landing the command grab. Is anyone having issues with his BnB -> DC command grab whiffing? I'll do cr.B, cr.A, f+A, qcb+K, DC grab and at times the grab portion just completely misses. I think it's because I started the cr.B from a bit too far away. My question is, what are my alternatives if I'm not at point blank when I start the combo?
That BNB is pretty easy.  What I've found(sure others have too) you can just do qcb+LK>hcf+P. Like one motion. It's easy as hell to DC in this game.  You could mash it if you want.  And yeah that BNB requires you to be pretty close.  If you're too far away to land a full low hit BNB, meaning you're at the tip of a max range cr.B, your only option is cr.B>far st.B>DM or Neomax. 

At neutral, I favor his far D but I'm not decent enough with Iori yet.  I may mix in some hop B/C/D.  If I'm close and they're blocking I do a string into qcb+LK.  Also you don't have to attack you can move foward and backward a bit by walking or hopping to try to bait an attack out to punish.
Title: Re: Iori Yagami (Claws)
Post by: Raynex on November 28, 2011, 03:38:04 AM
Thanks for the responses. I'm trying to run him as my anchor on my King/Maxima/Iori team. Off to the training room!
Title: Re: Iori Yagami (Claws)
Post by: hiltzy85 on November 28, 2011, 07:09:18 PM
I've been wondering...are qcb+B and qcb+D interchangeable in combos?  Like if I do [cl.C, f+A,A, qcb+D], is it the same as doing [cl.C, f+A,A, qcb+B]?  Does one start faster than the other? 
I read the earlier post that claims that qcb+D "can't be punished by normal moves".  Does this mean that it can't be punished by A,B,C,D (crouching or standing, close or far) normals, or does it mean that it can't be punished by anything aside from EX specials or DMs?  Is the D version actually more safe on block than B?  Is the EX version totally safe on block? 
Are the two normal versions (B and D) the same on hit?  is EX version better on hit?

I guess I actually have a lot of questions about qcb+K...
Title: Re: Iori Yagami (Claws)
Post by: Mr. X on November 30, 2011, 08:51:38 AM
Corner, 1 Drive Bar

2B 2A 6A xx 623C 214A 623A xx 214D 214A 623A

crLK crLP fLP xx dp+HP qcb+LP dp+LP xx qcb+HK qcb+LP dp+LP

Replace last dp+LP/623A with a DM
Title: Re: Iori Yagami (Claws)
Post by: Gimnbo on November 30, 2011, 09:21:00 AM
I've been wondering...are qcb+B and qcb+D interchangeable in combos?  Like if I do [cl.C, f+A,A, qcb+D], is it the same as doing [cl.C, f+A,A, qcb+B]?  Does one start faster than the other? 
I read the earlier post that claims that qcb+D "can't be punished by normal moves".  Does this mean that it can't be punished by A,B,C,D (crouching or standing, close or far) normals, or does it mean that it can't be punished by anything aside from EX specials or DMs?  Is the D version actually more safe on block than B?  Is the EX version totally safe on block? 
Are the two normal versions (B and D) the same on hit?  is EX version better on hit?

I guess I actually have a lot of questions about qcb+K...

I don't think anyone actually has frame data and, judging from the fact that EX Iori, who isn't even released yet, has more pages in his thread than this guy, not very many people play him. So it's hard to get info that detailed unless we decided to go labbing (and I just might tomorrow).

I can say for certain that the D version is slower and can't be comboed into normally. I've only seen it comboed into when drive cancelled off a DP.

The whole "can't be punished by normals" thing seems kind of irrelevant since you can't combo into it and neither version, in my experience, is a good way to approach the opponent.
Title: Re: Iori Yagami (Claws)
Post by: Ash on November 30, 2011, 03:01:34 PM
Corner, 1 Drive Bar

2B 2A 6A xx 623C 214A 623A xx 214D 214A 623A

crLK crLP fLP xx dp+HP qcb+LP dp+LP xx qcb+HK qcb+LP dp+LP

Replace last dp+LP/623A with a DM

Only problem with this combo is that it doesn't hit crouching opponents.
Title: Re: Iori Yagami (Claws)
Post by: hiltzy85 on November 30, 2011, 05:45:02 PM

Quote
I don't think anyone actually has frame data and, judging from the fact that EX Iori, who isn't even released yet, has more pages in his thread than this guy, not very many people play him. So it's hard to get info that detailed unless we decided to go labbing (and I just might tomorrow).

I can say for certain that the D version is slower and can't be comboed into normally. I've only seen it comboed into when drive cancelled off a DP.

The whole "can't be punished by normals" thing seems kind of irrelevant since you can't combo into it and neither version, in my experience, is a good way to approach the opponent.

I have to admit that I haven't tried using the D version very much, but I'll have to do some experimenting with it.  Are you sure that you can't combo into it off of like cl.C, f+A,A, or even just cl.C, f+A?  I guess that doesn't really matter much, since that isn't a particularly good blockstring anyway, and that's what I was thinking about using it for.  I haven't really noticed that qcb+B is unsafe on block, but then I haven't used it against anybody who might actually punish it anyway (since the AI is too dumb, and its pretty hard to punish stuff online).
One thing I'm almost sure of is that the two versions don't do different chip damage (since they do the same damage on hit), and I also think they do the same amount of guard meter when they're blocked.  So unless qcb+D is somehow way safer on block, even if you can combo into it somehow, I don't really see the point in using one over the other.
Even if they are minus frames on hit (which I'm sure they are), it isn't very many, unlike dp+A/C up close.
Title: Re: Iori Yagami (Claws)
Post by: MAASKYO on November 30, 2011, 06:17:25 PM
 Clow iori i call him ' Mr. Hit Confirm'  ;D
Title: Re: Iori Yagami (Claws)
Post by: Mr. X on November 30, 2011, 09:31:40 PM
Corner, 1 Drive Bar

2B 2A 6A xx 623C 214A 623A xx 214D 214A 623A

crLK crLP fLP xx dp+HP qcb+LP dp+LP xx qcb+HK qcb+LP dp+LP

Replace last dp+LP/623A with a DM

Only problem with this combo is that it doesn't hit crouching opponents.
That's a big problem :[

alternative: 2B 2A 6A xx 214C 623Axx 214D 214A 623A

306, 1 drive bar, omit last DP for DM
Title: Re: Iori Yagami (Claws)
Post by: hiltzy85 on December 02, 2011, 05:59:19 PM
Quote
That's a big problem :[

alternative: 2B 2A 6A xx 214C 623Axx 214D 214A 623A

306, 1 drive bar, omit last DP for DM

I feel like in most circumstances, you can actually hit the second 6A before 214C, unless you're hitting them with the 2B from really far away.  I don't know how much it actually boosts the damage though...probably only by 10 or 20.
Title: Re: Iori Yagami (Claws)
Post by: Gimnbo on December 02, 2011, 06:00:46 PM
Makes it a hell of a lot easier to hit confirm though.
Title: Re: Iori Yagami (Claws)
Post by: hiltzy85 on December 02, 2011, 06:30:32 PM
is there any sort of consensus as to what the best blockstring for Iori to use is (without spending meter)?  I tend to use cl.C, f+A,A, qcb+C because it seems to push them to the corner pretty well, and qcb+C seems to be reasonably safe due to it pushing Iori away a bit when it's blocked. 
cl.C, d/f+C, qcb+B would probably be decent as well, but I can't remember if qcb+B actually links from cl.C, d/f+C (and I don't really know how safe it is on block, either)...
 
Title: Re: Iori Yagami (Claws)
Post by: Ash on December 02, 2011, 07:04:21 PM
Quote
That's a big problem :[

alternative: 2B 2A 6A xx 214C 623Axx 214D 214A 623A

306, 1 drive bar, omit last DP for DM

I feel like in most circumstances, you can actually hit the second 6A before 214C, unless you're hitting them with the 2B from really far away.  I don't know how much it actually boosts the damage though...probably only by 10 or 20.

Yes the 2nd f+A will net you a little more damage. The reason you would only do 1 forward+A is that if you do 2 midscreen then qcb+C, a level 1 super will miss. EX super will hit after 1 or 2 forward+A's.

is there any sort of consensus as to what the best blockstring for Iori to use is (without spending meter)?  I tend to use cl.C, f+A,A, qcb+C because it seems to push them to the corner pretty well, and qcb+C seems to be reasonably safe due to it pushing Iori away a bit when it's blocked. 
cl.C, d/f+C, qcb+B would probably be decent as well, but I can't remember if qcb+B actually links from cl.C, d/f+C (and I don't really know how safe it is on block, either)...
 

Both block strings are safe except to command throws and both combo. Using df+C gives more pushback than 1 f+A so after block you normals will be far normals. Either way most of the time you shouldn't be using special attacks on block strings much unless the block damage will kill or nearly kill them. It's best just to end at d.B,d.A or j.attack, s.C . This gives the opponent less time to react to what you're going to do next. This is the general rule of fast rushdown characters.
Title: Re: Iori Yagami (Claws)
Post by: MUSOLINI on December 02, 2011, 07:59:39 PM
indeed, unless said rushdown character has a safe move thats even or plus on block where he can keep on rushing and remains close after the block. so iori basically cant do it.
Title: Re: Iori Yagami (Claws)
Post by: tastylumpia on December 04, 2011, 10:34:51 PM
Both block strings are safe except to command throws and both combo. Using df+C gives more pushback than 1 f+A so after block you normals will be far normals. Either way most of the time you shouldn't be using special attacks on block strings much unless the block damage will kill or nearly kill them. It's best just to end at d.B,d.A or j.attack, s.C . This gives the opponent less time to react to what you're going to do next. This is the general rule of fast rushdown characters.

Isaiah and I both agree you are one of the best Iori players and have great setups and amazing reactions. Having said that, I have a general question about your neutral game and confirms.

I noticed you most pressure with 2A, 2B and close C. How do you confirm and know when it will hit? Do you just have godlike reaction time or have a general feel for when the opponent will get hit. For example close C, f+A (x2) xx 214C. The special followup is unsafe, so when do you know to cancel into it? Do you just buffer 214.. then press C when you see the hit?

Also, your hop ins. How do you decide whether to hop in with A,B,C or D? Like do you think about the spacing, how much blockstun you want to impose or how good the opponent's anti-airs are?

 If the opponent is good at defense, it seems you need to rely on either grab or crossup setups. Do you have specific setups you find most effective? For example I've seen you like to do hop A as a tick then go right into crossup b+B.

Finally, what are the most important combos/hit confirms an Iori player should know? Your go-to HD combo, what do you generally do when hit with a d+B/close C, etc.

Sorry if this is a lot of questions, I'll appreciate any response.  :)
Title: Re: Iori Yagami (Claws)
Post by: Dark Chaotix on December 05, 2011, 10:46:19 AM
King of Fighters XIII - Trial Mode : Iori Yagami (http://www.youtube.com/watch?v=ZZkRxWmVErA#ws)

For anyone that needs help with it.
Title: Re: Iori Yagami (Claws)
Post by: Ash on December 06, 2011, 04:41:58 AM

Isaiah and I both agree you are one of the best Iori players and have great setups and amazing reactions. Having said that, I have a general question about your neutral game and confirms.


Hahah thanks!



I noticed you most pressure with 2A, 2B and close C. How do you confirm and know when it will hit? Do you just have godlike reaction time or have a general feel for when the opponent will get hit. For example close C, f+A (x2) xx 214C. The special followup is unsafe, so when do you know to cancel into it? Do you just buffer 214.. then press C when you see the hit?


I just run in with d.B, d.A, and press forward getting ready for forward+A. If the d.B hits, then I press A and continue. For dash s.C, I just run in and see if the opponent is doing something and may get hit then I'll do forward A if I feel it's gonna hit.




Also, your hop ins. How do you decide whether to hop in with A,B,C or D? Like do you think about the spacing, how much blockstun you want to impose or how good the opponent's anti-airs are?


j.A - Up close fast air attack (air to air or ground)

j.B - far distance air to air, use like a poke

j.C - Up close slow but low hitting air attack - good against people who like to d.A anti air

j.D - far distance / air to air

j.CD - against people who use d.C and for super long block stun




 If the opponent is good at defense, it seems you need to rely on either grab or crossup setups. Do you have specific setups you find most effective? For example I've seen you like to do hop A as a tick then go right into crossup b+B.


Yeah if they're able to block most of the things I do I'll go for grab/crossup/frame trap.

The best setup is using close stand B first then either
   - stand C link
   - stand C frame trap (slightly late s.C)
   - command throw / regular throw
   - another jump attack or cross up
   - s.A, s.B then far s.D for poking

Cross ups are harder in console in that you can't hop over a standing opponent in console. So I use it a lot less now.



Finally, what are the most important combos/hit confirms an Iori player should know? Your go-to HD combo, what do you generally do when hit with a d+B/close C, etc.

Sorry if this is a lot of questions, I'll appreciate any response.  :)

Most important thing is to poke with s.B and s.D and j.B or D at it's max range to harass if you have trouble getting in. You have to really know his normals well. When you can get in, j.Cs and d.B, d.A pressure until you can hit confirm. Also manage your meter wisely meaning go for only combos using just super meter or just HD. Use both if it's for the kill. I tend to use only standard combos or HD combos. Standard combo would be s.C, f+A, qcb+C, super (or d.B, d.A as starter).
Title: Re: Iori Yagami (Claws)
Post by: tastylumpia on December 06, 2011, 06:00:06 AM
stuff

orz orz orz

TY, very helpful.

BTW we also agreed you're one of the best Ash/K' players, so I guess that makes you just really good at KOF?
Title: Re: Iori Yagami (Claws)
Post by: Ash on December 06, 2011, 06:30:51 AM
stuff

orz orz orz

TY, very helpful.

BTW we also agreed you're one of the best Ash/K' players, so I guess that makes you just really good at KOF?

You just haven't seen socal players yet. I'm just above average here hahah
Title: Re: Iori Yagami (Claws)
Post by: tastylumpia on December 06, 2011, 06:50:24 AM
I actually checked out a lot of the archives of AI footage. Most of NorCal is new to KOF so we take SoCal players as a model for high level play.

I wanted a strong team for console and Claw Iori is looking very strong, his mixup and damage output is pretty scary. Just need to get those hit confirms down.